actor WolfWeapon : Weapon
{
	weapon.ammotype1 "Clip"
	weapon.ammouse1 1
	weapon.ammogive1 6
	weapon.yadjust 19
	+WEAPON.NOGRIN
	+WEAPON.DONTBOB
	states
	{
		Select:
			TNT1 A 0 A_Raise
			loop
		Deselect:
			TNT1 A 0 A_Lower
			loop
	}
}

actor Knife : WolfWeapon
{
	inventory.icon "KNIFE"
	weapon.ammouse1 0
	weapon.selectionorder 3700
	attacksound "weapon/knife/attack"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	states
	{
		Ready:
			KNIF A 1 A_WeaponReady
			loop
		Fire:
			KNIF BC 3
			KNIF D 3 A_CustomPunch(random(0,15), true, CPF_ALWAYSPLAYSOUND)
			KNIF E 3
			goto Ready
	}
}

actor Knife2 : Knife
{
	weapon.selectionorder 3690
	states
	{
		Ready:
			KNF2 A 1 A_WeaponReady
			loop
		Fire:
			KNF2 BC 3
			KNF2 D 3 A_CustomPunch(random(0,15), true, CPF_ALWAYSPLAYSOUND)
			KNF2 E 3
			goto Ready
	}
}

actor Pistol : WolfWeapon
{
	inventory.icon "PISTOL"
	weapon.selectionorder 1900
	attacksound "weapon/pistol/attack"
	+WEAPON.NOAUTOFIRE
	states
	{
		Ready:
			PISG A 1 A_WeaponReady
			loop
		Fire:
			PISG B 3
			PISG C 3 bright
			PISG D 3 A_GunAttack
			PISG E 3
			goto Ready
	}
}

actor BluePistol : Pistol
{
	attacksound "weapon/bluepistol/attack"
	weapon.selectionorder 1890
	states
	{
		Ready:
			BPSG A 1 A_WeaponReady
			loop
		Fire:
			BPSG B 3
			BPSG C 3 bright
			BPSG D 3 A_GunAttack
			BPSG E 3
			goto Ready
	}
}

actor MachineGun : WolfWeapon 60
{
	attacksound "weapon/machine/attack"
	inventory.icon "MACHGUN"
	inventory.pickupsound "weapon/machine/pickup"
	weapon.selectionorder 1300
	+INVENTORY.ALWAYSPICKUP
	states
	{
		Spawn:
			MGUN A -1
			stop
		Ready:
			MCHG A 1 A_WeaponReady
			loop
		Fire:
			MCHG B 3
		Hold:
			MCHG C 3 bright
			MCHG D 3 A_GunAttack
			MCHG E 3 A_ReFire
			goto Ready
	}
}

actor BlueAK47 : MachineGun 141
{
	attacksound "weapon/blueak47/attack"
	inventory.pickupsound "weapon/blueak47/pickup"
	weapon.selectionorder 1290
	states
	{
		Spawn:
			BAKP A -1
			stop
		Ready:
			BAKG A 1 A_WeaponReady
			loop
		Fire:
			BAKG B 3
		Hold:
			BAKG C 3 bright
			BAKG D 3 A_GunAttack
			BAKG E 3 A_ReFire
			goto Ready
	}
}

actor GatlingGun : WolfWeapon
{
	attacksound "weapon/gatling/attack"
	inventory.icon "GATLGUN"
	inventory.pickupsound "weapon/gatling/pickup"
	weapon.selectionorder 700
	-WEAPON.NOGRIN
	+WEAPON.ALWAYSGRIN
	+INVENTORY.ALWAYSPICKUP
	states
	{
		Spawn:
			CGUN A -1
			stop
		Ready:
			CHGG A 1 A_WeaponReady
			loop
		Fire:
			CHGG B 3
		Hold:
			CHGG C 3 bright
			CHGG D 3 bright A_GunAttack
			CHGG D 0 bright A_GunAttack
			CHGG E 3 A_ReFire
			goto Ready
	}
}

actor BlueGatlingGun : GatlingGun
{
	attacksound "weapon/bluegatling/attack"
	inventory.pickupsound "weapon/bluegatling/pickup"
	weapon.selectionorder 690
	states
	{
		Spawn:
			BGUN A -1
			stop
		Ready:
			BGTG A 1 A_WeaponReady
			loop
		Fire:
			BGTG B 3
		Hold:
			BGTG C 3 bright
			BGTG D 3 bright A_GunAttack
			BGTG D 0 bright A_GunAttack
			BGTG E 3 A_ReFire
			goto Ready
	}
}

actor GatlingGunUpgrade : WeaponGiver 61
{
	inventory.pickupsound "weapon/gatling/pickup"
	weapon.ammogive1 6
	dropitem "GatlingGun"
	dropitem "MachineGun"
	+INVENTORY.ALWAYSPICKUP
	states
	{
		Spawn:
			CGUN A -1
			stop
	}
}
actor BlueGatlingGunUpgrade : GatlingGunUpgrade 156
{
	inventory.pickupsound "weapon/bluegatling/pickup"
	dropitem "BlueGatlingGun"
	dropitem "BlueAK47"
	states
	{
		Spawn:
			BGUN A -1
			stop
	}
}
